Where The Hairy Things Are – Feist Review

<p>It seems as though silhouettes have once again become popular for the first time since Victorian times&period; They offer us the chance to experience an enchanting and abstract world of fantasy and wonder&period; Or&comma; if they’re like <em>Limbo<&sol;em>&comma; <em>Badlands&comma;<&sol;em> and the upcoming <em>Orphan&comma; <&sol;em>then expect to be unnerved and freaked out by the unsettlingly beautiful imagery&period; Another game is trying the creepy approach using the silhouette design&comma; conveying an emotional attachment of isolation&comma; dread&comma; and surrealism into a story of exploration and survival&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1271px" class&equals;"wp-caption aligncenter"><img src&equals;"http&colon;&sol;&sol;40&period;media&period;tumblr&period;com&sol;59d41a722e88ad8f8efb970483571074&sol;tumblr&lowbar;inline&lowbar;nolx6qI64c1rh0aal&lowbar;1280&period;png" alt&equals;"" width&equals;"1271" height&equals;"705" &sol;><figcaption class&equals;"wp-caption-text">The Hunters are to become the hunted<&sol;figcaption><&sol;figure>&NewLine;<p>Yes&comma; <em>Feist<&sol;em> is beautiful&period; The visual representation takes the silhouette approach as the foreground&comma; with the background blending various tones and details in a watercolour effect&period; It’s all pretty spectacular and with the level of detail in certain organic foreground objects such as water&comma; rain and snow&period; This glorious art-style perfectly creates a sense of dread and despair&comma; a world that’s hollow and empty&comma; but also filled with unknown danger&period;<&sol;p>&NewLine;<p><em>Feist<&sol;em> tells the story of a little critter following a tribe of angry creatures&comma; who hunt and eat his kind throughout the forest&period; Escaping a wooden crate&comma; the critter must traverse through woodlands&comma; mountains&comma; caves&comma; and swamps in order to find someone they have taken&period; Along the way&comma; you meet each hunter and through certain events&comma; killing them one by one&period; It’s a simplistic narrative that does have meaning&comma; and the both plot and art style complement each other brilliantly – along with a haunting soundtrack that perfectly creates the intense and creepy atmosphere&period;<&sol;p>&NewLine;<p>The gameplay&&num;8217&semi;s simple and enjoyable&comma; designed as a side-scrolling platformer in the vein of <em>Limbo&comma;<&sol;em> but with more emphasis on action as you interact with the world to activate booby traps and grab various items to use as makeshift weapons&period; These are some great ideas that push the element of survival&comma; and gives the player the freedom to fight back in any manner they see fit&period; The puzzle elements are well crafted and feel organic&comma; as if they&&num;8217&semi;re linked to the world itself&period; This also means some puzzles are obscure and require the use of multiple objects to allow the critter to traverse hard to reach places&comma; or to use the physics of the gameworld to set of traps that block your path&period; Some of these puzzles are great&comma; others are too obscure&comma; and you can easily get lost on what to do&period;<&sol;p>&NewLine;<p>One major problem is the balancing of certain mechanics and NPCs&period; Many NPCs feel overpowered&comma;&comma; and usually hang out in groups of half a dozen&period; It doesn&&num;8217&semi;t help when NPCs can speed up to attack you&comma; jump at you from off the screen and perfectly hit you&comma; or shoot projectiles with pin point accuracy&period; With being able to fire off screen&comma; NPCs have the best of luck – so much so that they can fire a needle&comma; have it follow you for half a mile&comma; hit you and cause you to fall into a trap where you’re killed instantly&period;<&sol;p>&NewLine;<p><img class&equals;" aligncenter" src&equals;"http&colon;&sol;&sol;cdn&period;akamai&period;steamstatic&period;com&sol;steam&sol;apps&sol;327060&sol;ss&lowbar;4c1c29b72a52bd5c771f46d3d59986f466f85100&period;jpg&quest;t&equals;1437577245" alt&equals;"" width&equals;"1108" height&equals;"623" &sol;><&sol;p>&NewLine;<p>This happened more often than I would&&num;8217&semi;ve liked it too&period; The game seems to think its <em><span style&equals;"text-decoration&colon; underline"><a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;e3-2015-gears-war-ultimate-edition-coming-pc&sol;">Gears Of War<&sol;a><&sol;span>&comma;<&sol;em> as it unloads dozens of enemies onto a critter who has minimal attacks&period; The critter can pick up a stick or grab a flying enemy and use it as a gun to fire projectiles&period; These are good concepts for a survival game&comma; but flawed due to the stick breaking too easily on most NPCs&period; The projectile firing NPC only takes one or two hits from another enemy when it is held by the critter&comma; and the sheer number of foes that will pop onto the screen at one time means this tactic is useless with a single shoot weapon&comma; as many NPCs can seemingly rapid fire and you have no chance if your weapon cannot do the same&period;<&sol;p>&NewLine;<p>It was so painful to play and checkpoints at these specific points seemed so far from each other&period; It’s as though the developers thought of a way to purposely make the game not only tough&comma; but also a little annoying to play&period; I know it&&num;8217&semi;s meant to be a challenge&comma; but it&&num;8217&semi;s unfair in many respects&period; Information is kept to a bare minimum&comma; which is fine in some cases&comma; but when the game just tells you to &&num;8220&semi;pick up with X&&num;8221&semi; and &&num;8220&semi;shoot with C&&num;8221&semi;&comma; you get confused as to what the hell you’re meant to pick up and shoot&period; Again&comma; it’s keeping things on the low to make sure you’re either lost on what to do&comma; or frustrated that the game couldn&&num;8217&semi;t add another couple of words to simply say &OpenCurlyDoubleQuote;press X to pick up flying enemy&&num;8221&semi; and &&num;8220&semi;press C to make it fire a needle”&period;<&sol;p>&NewLine;<p>However&comma; the game did better at the boss encounters&comma; as these battles can be brilliantly intense and brutal&period; While being a little difficult at times&comma; the game does give little hints on what to do and the trial and error mechanics here are better designed than the rest of the game&period; For bosses&comma; this style of manic and obscure gameplay works &&num;8212&semi; for the smaller enemies that swarm&comma; it doesn&&num;8217&semi;t&period;<&sol;p>&NewLine;<p>I would&&num;8217&semi;ve enjoyed this game more and rated it higher if it weren&&num;8217&semi;t for its balancing issues and the overwhelming nature of cramming in a ton of enemies in the wrong situation&period; The nail in the coffin was the finale&comma; where the world and path became so obscure that I couldn&&num;8217&semi;t break through and finish the game within a reasonable amount of time or without a dozen or so angry rants and f-bombs&period; It’s a shame&comma; as the biggest problem here is that the world is so beautiful to look at and the game is so immersive&semi; but for most of the game&comma; you&&num;8217&semi;re forced to sprint like mad&comma; to panic&comma; and run around confused over huge numbers of NPCs and unclear objectives&period;<&sol;p>&NewLine;<p><em>Feist<&sol;em> is a stunning game and one that does a good job expanding on games like <em>Limbo&comma;<&sol;em> but falls short in some areas&period; <em>Limbo<&sol;em> was perfect for its trial and error gameplay that was both fun and intelligent&comma; without ever being frustrating and rewarding you with good pacing and immersion&period; <em>Feist<&sol;em> takes some elements and implements them right&comma; but it then forces a host of mechanics and concepts that are best left alone&comma; or at least  ones that should be tweaked for a fair and more enjoyable game&period;<&sol;p>&NewLine;<hr &sol;>&NewLine;<p style&equals;"text-align&colon; center"><em><strong><br &sol;>&NewLine;A code for Feist was provided by Finji for the purpose of this review<&sol;strong><&sol;em><&sol;p>&NewLine;

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